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    1

    INTRODUCTION

    To:Kiyomori Minamoto

    Gunji-no-Kanrei, DCMS

    Luthien

    Eyes Only

    The Blakists savagery in prosecuting their Jihad has wounded the Dragon more severely than any other conflict in our history. The surprise

    they achieved in launching their initial attacks allowed them to achieve tremendous gains at our expense. The sudden need for war materiel thiscaused derailed a number of our advanced research projects, preventing them from reaching fruition. However, now that we have managed to deal

    the Blakists several setbacks, such as on D eiron and Luthien, several select projects have resumed under the direct supervision of the ISF. Some have

    even played a role in achieving our most recent victories.

    It is critical to note that many of the upgraded units and c hasses to be found in the attach ed report have not yet been tested under fire. O thers

    are still on the drawing board for the most part, with perhaps one working prototype to speak of. Few have seen proper field-testing, with the

    requirements of combat against the Blakists diverting even those lesser MechWarriors usually tasked with proving such action. For those units that

    have seen combat, the performance and theater of use will be noted. The research efforts span the range of unit types, from battle armor to tank,

    aerospace fighter to DropShip, with five new Mechs highlighting the development projects.

    The integration and application of new and refined technology remains somewhat problematic. Compounding production and delivery issues

    for the quantities requested is the ideal design philosophy for its use. While some of the newly- and re- designed units found on the following pages

    may never serve the Drag on in a large-scale fashion, some seem to suffer from new toy syndrome, where a more modern or experimental item is

    included rather than a more reliable and better-suited older tech item. Nevertheless, the efforts continue apace despite (and because of) the war

    with the Blakists.

    If recent history has taught us nothing else, it is that we need be prepared to face enemies from all sides at any moment. With the Clans to

    one side, the Suns on another, pirates and other periphery scum to another, we were hit from within by the Black Dragons and stabbed deeply by

    the Blakists, plus the internecine fighting on the Azami worlds. We thus must ever pursue the highest quality weapons and the newest technology

    available to prevent any enemy from attaining a battlefield edge over our forces. While we succeeded against the Clans less than two decades ago,

    they fought less brutally than the Blakists do. We must prepare especially for those foes that possess superior technology and lack the honor of

    restraint. The following entries are but one step in the eternal path towards preparation.

    Shakir JerrarISF Director

    New Samarkand

    3 June 3078

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    2

    INTRODUCTION

    HOW TO USE THIS BOOK

    The Mechs, combat vehicles, and fighters described in Experimental Technical Readout: Kuritaprovide players with a sampling of the various

    custom designs that have arisen in the technical divisions of the military manufacturers of the Combine. The designs featured in this book reflect

    limited-run prototypes and one-offs that have yet to reach full factor y productionand most likely never will.

    The rules for using Mechs, vehicles and figh ters in BattleTech game play can be found in Total Warfare, while the rules for their construction

    can be found in TechManual. However, the experimental nature of these designs also draws upon the Experimental-level rules presented in Tactical

    Operations. Thus, none of the units featured in this volume are considered tournament legal, and their use in introductory games is discouraged.Furthermore, the extreme rarity of these machines is such that none of them should occur in a BattleTech campaign as a chance encounter, but the

    capture or destruction of any one of these prototypes could be potential objective for BattleTech scenarios, tracks and role-playing adventures.

    Project Development: Herbert A. Beas II

    Development Assistance:Randall N. Bills and Jason Schmetzer

    BattleTech Line Developer: Herbert A. Beas II

    Primary Writing: Geoff Swift

    Writing Assistance:Herbert A. Beas II

    Production Staff

    Cover Design and Layout: Matt Heerdt

    Original Illustrations:

    Doug Chaffee

    Brent Evans

    Chris Lewis

    Jim Nelson

    Record Sheets: David L. McCulloch

    Factchecking/Playtesting: Joel Bancroft-Connors, Roland M. Boshnack,

    Joshua Franklin, William Gauthier, Keith Hann, Johannes Heidler, Daniel Isberner,

    Luke Robertson, Chris Smith, Peter Smith and Patrick Wynne.

    Special Thanks: Thanks to Herb for this opportunity and to Ben for letting me

    play in his sandbox. This ones for Team Davion and the High Commandos (in no

    particular order): Chris, Jonathan, Edward, John, Ethan, Vanessa, Ben, Dave, Ray,

    Frederic, Jay, Rob, Thomas and others through the years since GenCon 05. Hey,

    only someone from TD could design worthy opposition for us, no?

    2010 The Topps Company, Inc. All

    Rights Reserved. Experimental Technical

    Readout: Kurita, Classic BattleTech,

    BattleTech, BattleMech, Mech and the

    Topps logo are registered trademarks and/

    or trademarks of The Topps Company, Inc.,

    in the United States and/or other countries.

    Catalyst Game Labs and the Catalyst Game

    Labs logo are trademarks of InMediaRes

    Productions, LLC.

    CAT35XT001

    Under License From

    JIHAD ERA

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    JR10-X JENNER

    3

    ld Testing Summation: Prototype JR7-K Chassis Refit

    ducer/Site:Luthien Armor Works, New Samarkand

    pervising Technician:Manohar Kulkarni

    ject Start Date:3072

    n-Production Equipment Analysis:

    Composite Internal Structure

    Torso-Mounted Cockpit

    Null-Signature System

    Angel ECM

    verview

    TheJennerhas delivered exemplary service to the Combine

    r since its introduction in 2784. The design is so robust andl-conceived that the Clans designed their own Jenner IICafter

    ng humbled by our forces during their invasion. Throughout

    long service, few variants were built until the push to get

    graded Mechs to slow the Clans. The minimally upgraded

    -K began construction in 3049, when proper field testing was

    short. The Jennerwas never revisited for upgrading.

    To increase survivability of our recon forces, several prototype

    ners were designed and construction begun on Luthien prior to

    Jihads outbreak. The destruction of the Luthien Armor Works

    lities on Luthien saw the prototype construction shift to their

    w Samarkand factory. The lack of proper tooling for the Jenner

    stalled production. Thus far, the JR10-X has been built in only

    hort test run. Scale-up is on hold until industrial engineers can

    perly configure the factory tooling, which allows more time for

    tle testing. Production of the JR7-K was commissioned Aix-la-

    apelle to supplement combat losses in the meantime.

    Two factors governed the design of the JR10-X. First,

    tecting the MechWarrior and second, increasing the Mechs

    hality. The first goal was approached by moving the cockpit

    m its forward-mounted position into the torso itself. An Angel

    M system, long in development but still absent from commonstruction, and a Null-Signature system, give the MechWarrior

    eptionally protection. With both a composite internal structure

    d an XL engine, enough weight was saved that more armor

    ld be used than on any prior Jennervariant. The vulnerable

    siles were removed and replaced with additional medium

    ers. This removes the danger posed by the ammunition. Even

    ugh the JR7-K used CASE, this would remain an unsuitable

    angement given the JR10-Xs XL engine. Two additional jump

    and upgrading to double heat sinks complete the changes.

    One JR10-X accompanied the Second Dieron Regulars

    en they landed on Dieron in 3077. The Angel system fared

    eptionally at disrupting the Blakists C3i networks. While this

    to concentration of fire upon t he prototype, its null-sig system

    d exceptional armor protection served their purpose. The new

    kpit location also succeeded when experienced enemies

    used their aim on the old location and the MechWarrior was

    red. Extreme damage, however, resulted in the MechWarrior

    eating, which luckily saved him and the Mech when the LAW

    ory was destroyed.

    Type:JR10-X Jenner

    Technology Base: Inner Sphere (Experimental)

    Tonnage: 35

    Battle Value: 1,452

    Equipment Mass

    Internal Structure: Composite 2

    Engine: 245 XL 6

    Walking MP: 7

    Running MP: 11

    Jumping MP: 7

    Heat Sinks: 10 [20] 0

    Gyro (Compact): 4.5Cockpit (Torso-Mounted): 4

    Armor Factor (Light Ferro): 118 7

    Internal Armor

    Structure Value

    Head 3 9

    Center Torso 11 16

    Center Torso (rear) 5

    R/L Torso 8 12

    R/L Torso (rear) 4

    R/L Arm 6 12

    R/L Leg 8 16

    Weapons and Ammo Location Critical Tonnage

    2 Medium Lasers RA 2 2

    2 Medium Lasers LA 2 2

    2 Medium Lasers H 2 2

    Angel ECM RT 2 2

    Null Sig System * 7 0

    3 Jump Jets RT 3 1.5

    3 Jump Jets LT 3 1.5

    Jump Jet CT 1 .5*The Null-Signature System occupies 1 critical slot in all locations

    except the BattleMechs head

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    WFT-2X WOLF TRAP "BEAR TRAP"

    4

    ld Testing Summation: Prototype WFT-1 Chassis Refit

    ducer/Site:Luthien Armor Works, New Samarkand

    pervising Technician:Akihisa Inoue

    ject Start Date:3075

    n-Production Equipment Analysis:

    Silver Bullet Gauss Rifle

    Medium X-Pulse Lasers

    verview

    The Wolf Trap never met with the reception its designers

    d hoped for. Though a capable design, it largely failed in its

    e for defeating the Lyran Wolfhounds it was built to hunt. There

    s also the successful argument that fielding a Mech solely toe one specific threat was a waste of resources. That the Wolf

    p is heavier than and as fast as its prey makes the cost even

    der to bear given its relative lack of success; Wolfhounds can be

    structed faster and cost less to replace than any losses th e WFT

    ght generate. Thus, while new variants have proliferated even

    newer Mechs than the WFT-1, virtually no variants of the Wolf

    phave been produced since its premier.

    Choosing to use the Wolf Trapchassis as a test bed for new

    apons was proposed at an engineering meeting and met with

    me approval (or, rather, the least disapproval, given the lack of

    husiasm among some of LAWs design staff). After considering

    ous prototype refits, one design deemed extremely radical on

    per was eventually constructedbut only after a compromise

    h the obstinate Akihisa Inoue, the lead engineer who laid down

    specs.

    Rather than drop all secondary weapons and redesign the

    so to mount a heavy Gauss rifle (as Inoue originally proposed)

    ts solitary weapon, a lighter Silver Bullet Gauss rifle was

    d instead, the first such weapon produced in the Combine.

    knamed Bear Trap by many, the WFT-2X thus gains greater

    ge and killing power. Backing up the Gauss are two mediumulse lasers, which mate the accuracy of pulse lasers with the

    ge of standard lasers. As both weapon systems were initially

    veloped in the Federated Commonwealth, the WFT-2X is the

    t DCMS prototype to mount either. While all other components

    re re-used from the WFT-1, the armor was replaced with a

    ater amount of light ferro fibrous to alleviate the oft-voiced

    cern of the WFT-1s thin skin.

    Unfortunately, the Bear Trap has not seen combat yet. The

    ign appears sound on paper, but with only one operational

    totype developed as proof-of-concept, the utility of the Mech

    mains to be proven.

    Type: WFT-2X Wolf Trap Bear Trap

    Technology Base: Inner Sphere (Experimental)

    Tonnage: 45

    Battle Value: 1,211

    Equipment Mass

    Internal Structure: Endo Steel 2.5

    Engine: 270 XL 7.5

    Walking MP: 6

    Running MP: 9

    Jumping MP: 0

    Heat Sinks: 10 [20] 0

    Gyro: 3Cockpit: 3

    Armor Factor (Ferro): 143 8

    Internal Armor

    Structure Value

    Head 3 9

    Center Torso 14 17

    Center Torso (rear) 5

    R/L Torso 11 17

    R/L Torso (rear) 5

    R/L Arm 7 14

    R/L Leg 11 20

    Weapons and Ammo Location Critical Tonnage

    Silver Bullet Gauss Rifle RA 7 15

    Ammo (Silver Bullet) 16 RA 2 2

    2 Medium X-Pulse Lasers LT 2 4

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    NDA-3X NO-DACHI

    5

    ld Testing Summation: Prototype NDA-1K Chassis Refit

    ducer/Site:Cosby BattleMech Research Firm, Kajikazawa

    pervising Technician:Hideki Kurosawa

    ject Start Date:3075

    n-Production Equipment Analysis:

    Supercharger

    Clan Ferro-Fibrous Armor

    Clan Double Heat Sinks

    Armored Cockpit

    Vibroblade

    Clan ER PPC

    Clan LRM-15s w/ Artemis IV FCS

    Clan ER Medium and ER Small Lasers

    verview

    The No-Dachi has been a resounding success since its

    oduction in 3059. Its fearsome appearance serves to embolden

    MechWarriors and put enemies off balance. The gracefully

    ved katana makes it a Mech that any Combine MechWarrior

    uld be proud to pilot. Rather than tamper with success, the

    gineers at Cosby BattleMech Research Firm sought to enhance

    Mechs lethality without compromising its aesthetics or

    mbat capabilities.

    While the No-Dachistill wields a sword, it is a n ew vibroblade

    sion. While deadly to enemies unpowered, its damage is

    reased when activated, enhancing the blades cutting power

    h high frequency vibrations. As this reduces the need for the

    ensive and bulky triple strength myomers of the original

    ign, the musculature was replaced with standard fibers. An

    gine supercharger boosts the NDA-3X to higher top speeds

    n prior variants, while an armored cockpit and a heavier load

    Clan ferro-fibrous armor serve to protect the MechWarrior in

    se-quarters and melee combat. A head-mounted Clan-spec

    dium laser provides a singular punctuation to enemies aftervibroblade slices them open, while a Clan-spec small laser

    vides some coverage against rear-ward enemies.

    Among the few complaints about this experimental No-

    chi was the inaccuracy of its MRMs. Though inexpensive to

    duce and maintain, Cosby heeded these complaints as well.

    ineers scrapped the unguided missiles for a pair of Clan-made,

    emis-enhanced LRM racks. Carrying only two tons of ammo

    ts these weapons, but the addition of a Clan ER PPC ensures

    t this machine can deal out punishing fire while closing in for

    kill with a devastating vibroblade attack.

    Proving ground evaluations against NDA-1Ks have

    wcased the 3Xs higher closing speed as well as the increased

    g-range punch of its Clan PPC and LRMs. These features made

    ossible for the prototype to dissect its older siblings with ease

    e it reached sword range.

    Type: NDA-3X No-Dachi

    Technology Base: Mixed (Experimental)

    Tonnage: 70

    Battle Value: 2,609

    Equipment Mass

    Internal Structure: Endo Steel 3.5

    Engine: 350 XL 15

    Walking MP: 5

    Running MP: 8 [10]

    Jumping MP: 0

    Heat Sinks: 15 [30] (C) 5

    Gyro: 4Cockpit (Armored): 4

    Armor Factor (Clan Ferro): 217 11.5

    Internal Armor

    Structure Value

    Head 3 9

    Center Torso 22 32

    Center Torso (rear) 12

    R/L Torso 15 22

    R/L Torso (rear) 8

    R/L Arm 11 22

    R/L Leg 15 30

    Weapons and Ammo Location Critical Tonnage

    Large Vibroblade RA 4 7

    ER PPC (C) LA 2 6

    LRM 15 (C) RT 2 3.5

    Artemis IV (C) RT 1 1

    Ammo (LRM) 8 RT 1 1

    LRM 15 (C) LT 2 3.5

    Artemis IV (C) LT 1 1

    Ammo (LRM) 8 LT 1 1Supercharger LT 1 1.5

    ER Small Laser (C) LT (R) 1 .5

    ER Medium Laser (C) H 1 1

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    HTM-35X HATAMOTO-KAERU

    6

    ld Testing Summation: Prototype HTM-27T Chassis Refit

    ducer/Site:Maltex Corporation, Unity

    pervising Technician:Miroslav Vondrus

    ject Start Date:3075

    n-Production Equipment Analysis:

    Composite Internal Structure

    BattleMech Underwater Maneuvering Unit

    MechWarrior Aquatic Survival System

    Full-Head Ejection System

    verview

    From the time of its original birth as an extreme Charger

    ssis refit, the Hatamotohas been among the most versatile andinctive of Combine BattleMechs, as iconic as theAtlas. Though

    an OmniMech, the many variants to date show that design

    ibility need not always require expensive pod technology.

    m the Hatamoto-Chito the -Kaze, -Hi, -Kuand -Mizu, engineers

    Maltex Corporation on Nirasaki surprised MechWarriors

    d competitors alike with this designs versatility. The newest

    totype, the Hatamoto-Kaeru, is an unusual new type based

    the HTM-27T Hatamoto-Chi. An avid SCUBA diver, engineer

    oslav Mike Vondrus, was inspired by his hobby to construct

    version specialized in amphibious operations.

    Maltex has already turned out a lance of Hatamoto-Kaeru

    totypes for testing, and we believe the variant might have

    me longevity, though its application and distribution is sure to

    imited, as its primary focus is on worlds known or suspected of

    ing underwater command bases. The high price per unit will

    ely limit orders for the -Kaeru, with its compact new composite

    ernal structure, despite the massive amount of ferro-fibrous

    mor protecting it. The large XL engine also contributes

    nificantly to the overall cost.

    Special environmental sealing and large thrusters comprise

    BattleMech underwater maneuvering system (UMU).pearing similar to jump jets, the UMU activates automatically

    en the Mech submerges, propelling the - Kaeruat a respectable

    kph underwater. SRT launchers in the legs complement LRT

    nchers in the torso, while the rest of the firepower is energy-

    ed for surface and submerged combat. An early design

    ulation saw a partially submerged -Kaeru firing its SRTs at

    mersed targets while training its battery of medium lasers and

    b-nose PPCs against targets above the surface.

    With a Mech destined for underwater combat, it was logical

    nclude additional protection for the MechWarrior. Thus, a

    chWarrior Aquatic Survival System was installed. The MASS

    protect the cockpit and its life support systems in the event

    t the -Kaerus head armor is breached. Moreover, a full-head

    ction system can carry the MechWarrior safely to the surface in

    event of a forced ejection while underwater.

    Type: HTM-35X Hatamoto-Kaeru

    Technology Base: Inner Sphere (Experimental)

    Tonnage: 80

    Battle Value: 1,961

    Equipment Mass

    Internal Structure: Composite 4

    Engine: 320 XL 11.5

    Walking MP: 4

    Running MP: 6

    UMU MP: 4

    Heat Sinks: 10 [20] 0

    Gyro: 4Cockpit: 3

    Armor Factor (Ferro): 247 14

    Internal Armor

    Structure Value

    Head 3 9

    Center Torso 25 35

    Center Torso (rear) 15

    R/L Torso 17 25

    R/L Torso (rear) 9

    R/L Arm 13 26

    R/L Leg 17 34

    Weapons and Ammo Location Critical Tonnage

    Snub Nose PPC RA 2 6

    Snub Nose PPC LA 2 6

    LRT 15 RT 3 7

    Ammo (LRT) 8 RT 1 1

    LRT 15 LT 3 7

    Ammo (LRT) 8 LT 1 1

    SRT 4 RL 1 2

    SRT 4 LL 1 2Ammo (SRT) 25 RT 1 1

    2 Medium Lasers RT 2 2

    2 Medium Lasers LT 2 2

    Medium Laser CT 1 1

    2 UMUs RT 2 2

    2 UMUs LT 2 2

    MASS H 1 1.5

    Note:Equipped with Full-Head Ejection System

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    BNZ-X BANZAI

    7

    ld Testing Summation: Prototype MAL-1K Chassis Refit

    ducer/Site:Luthien Armor Works, New Samarkand

    pervising Technician:Mariella Irabu

    ject Start Date:3076

    n-Production Equipment Analysis:

    Supercharger

    Booby Trap

    Full-Head Ejection System

    Large Vibroblade

    Clan Large and Medium Pulse Lasers

    Clan ER Small Laser

    verviewSimilar to how the Hatamotoseries was born from a redesign

    he ChargerBattleMech, so too is the Banzairegarded to be a

    w, separate Mech class from the Daboku (Mauler). When tasked

    h upgrading the Dabokuwith the plethora of new technologies,

    ineer Mariella Irabu felt too limited by the base chassis, and

    apped everything but the MAL-1Ks endo steel skeleton.

    A massive 360-rated XL engine began her new design, with

    h MASC and a supercharger added to produce an assault Mech

    er than many lighter designs. Knowing that space would be

    cal inwith the bulky structure, Irabu chose to use standard

    mor early on, allocating a huge fraction of the total weight.

    For long-range punch, Irabu scrapped her original plan for

    red capacitor-augmented ER PPCs in each arm, and instead

    alled captured Clan-made large and medium pulse lasers.

    h fifteen freezers to control the heat load, the choice was

    doubtedly a wise one. A large vibroblade was mounted for

    se-in combat, though MechWarriors should be aware of the

    t load incumbent upon activation of the blade. A Clan spec ER

    all laser consumes the remaining weapons tonnage.

    Most intriguing, however, is the booby trap. Intended

    marily to deny salvage to the enemy, this explosive deviceinto multiple systems to ensure a complete and devastating

    truction of the unit under extreme conditions. Activation of

    device is initiated on manually triggering the Mechs full-head

    ction system, or in the event of catastrophic engine or cockpit

    mage.

    The first completed Banzai prototype accompanied the

    hth Dieron Regulars to Dierons liberation. Sho-sa Mikael

    rakawa led the charge to Fortress Dieron, surprising comrades

    d foes alike with the Mechs incredible speed. Blasting and slicing

    ough the defended entrance, he held until reinforcements

    ved. As he attempted to withdraw (due to heavy damage),

    engine was breached and the ejection system triggered.

    en the booby trap went off, numerous Blakistsand several

    ndlieswere killed outright. While the ejected head landed

    ar, the sho-sa was unfortunately killed by the rough landing.

    tleROMs nevertheless proved the efficacy of the design, and so

    ee others have been constructed and await dedicated testing

    ombat assignments.

    Type: BNZ-X Banzai

    Technology Base: Mixed (Experimental)

    Tonnage: 90

    Battle Value: 2,647

    Equipment Mass

    Internal Structure: Endo Steel 4.5

    Engine: 360 XL 16.5

    Walking MP: 4

    Running MP: 6 [10]

    Jumping MP: 0

    Heat Sinks: 15 [30] 5

    Gyro: 4Cockpit: 3

    Armor Factor: 279 17.5

    Internal Armor

    Structure Value

    Head 3 9

    Center Torso 29 44

    Center Torso (rear) 14

    R/L Torso 19 28

    R/L Torso (rear) 10

    R/L Arm 15 30

    R/L Leg 19 38

    Weapons and Ammo Location Critical Tonnage

    Booby Trap CT 1 9

    Supercharger CT 1 2

    MASC LT 5 5

    2 Large Pulse Lasers (C) RA 4 12

    2 Medium Pulse Lasers (C) RT 2 4

    Large Vibroblade LA 4 7

    ER Small Laser (C) H 1 .5

    Note:Equipped with Full-Head Ejection System

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    PEGASUS X

    8

    ld Testing Summation: Prototype Pegasus Chassis Refit

    ducer/Site:Scarborough Manufacturing Annex, Algedi

    pervising Technician:Robert McMichaelson

    ject Start Date:3073

    n-Production Equipment Analysis:

    Supercharger

    Medium X-Pulse Lasers

    verview

    While Scarborough only recently redesigned its Pegasus with several

    w variants, their engineering staff at their new Algedi Annex continued

    se efforts to improve the performance and capabilities of this model

    vertank. While not as radical a modification compared to some of theer units in this report, the performance improvement is impressive.

    Installing a more expensive but less massive extra-light engine to

    lace the fusion plant in Scarboroughs newer variants, project engineer

    bert McMichaelson boosted the Pegasus standard cruising speed by

    re than twenty percent. Adding a supercharger boosted the top speed

    n further than prior variants, and test data estimated a maximum

    d speed of over 237 kph. This extreme mobility promises to make the

    erimental Pegasus-X a tremendously useful recon and harassing unit.

    In addition to the engine upgrades, McMichaelson added unit

    rdination technologies to the Pegasus-X. By installing a C 3slave, this

    icle provides a powerful element to any C 3-equipped company. It can

    st through or circle past enemy positions faster than most opponents

    track, perform rear area attacks and provide targeting data to its

    mrades to finish the job.

    A mix of old and new technologies were used to arm the Pegasus-X.

    king to ensure accurate fire from the crew, the vehicle mounts a S treak

    M 6 launcher and a pair of experimental X-pulse lasers. The lasers provide

    reme accuracy with the same reach as the missiles, which enable this

    icle to pelt opposing vehicles and infantry with deadly efficiency.

    Unfortunately, the first full-scale test of the Pegasus-X suffered

    atastrophic failure when the engine supercharger was engagedd misfired. While this scuttled the test, the remaining systems were

    mpaired, suggesting a robust design and integration of the speed-

    osting components. Evaluation of the failure mechanism proceeds

    ce under McMichaelsons supervision, but further field tests have been

    tponed indefinitely. (Unofficially, McMichaelson promises a new test

    ore the year ends.)

    Type: Pegasus X

    Technology Base: Inner Sphere (Experimental)

    Movement Type: Hover

    Tonnage: 35Battle Value: 1,119

    Equipment Mass

    Internal Structure: 3.5

    Engine: 210 XL 7

    Type: Fusion

    Cruising MP: 11

    Flank MP: 17 [22]

    Heat Sinks: 12 2

    Control Equipment: 2

    Turret Equipment: 1

    Lift Equipment: 3.5

    Power Amplifier: 0

    Equipment Mass

    Armor Factor (Heavy Ferro): 89 4.5

    Armor

    Value Front 24

    R/L Side 18/18

    Rear 11

    Turret 18

    Weapons and Ammo Location Tonnage

    2 Medium X-Pulse Lasers Turret 4

    Streak SRM 6 Turret 4.5

    Ammo (Streak) 15 Body 1

    C3Slave Body 1

    Supercharger Body 1

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    HIRYO "HOUND" INFANTRY TRANSPORT

    9

    ld Testing Summation: Custom Hiryo Hybrid Refit

    ducer/Site:Pesht Motors, Unity

    pervising Technician:Montague Waltrip

    ject Start Date:3077

    n-Production Equipment Analysis:

    Environmental Sealing

    Bloodhound Active Probe

    C3Remote Sensor Launcher

    Medium X-Pulse Laser

    verview

    Continuing their improvement program, Pesht Motors has developed

    other new variant on their Hiryo WiGE battle armor transport. S acrificingme of the vehicles carrying capacity in favor of crew protection, this new

    ant has been dubbed the Hound due to its advanced active probe

    tem. Although in the earliest stages of field-testing, taking place as it

    es during the current conflict, the new Hiryo offers some interesting

    difications compared to the original and subsequent variant. While the

    t per unit is markedly increasedmainly due to the engineit seems

    be justified in light of the performance the upgrades afford. As with all

    w designs, however, the production model may differ significantly from

    version seen in the earliest stages.

    A bulkier, but much lighter, XL engine replaces the Hiryos standard

    t fusion plant. While the top speed remains the same, the Hound is

    ter suited to reconnaissance thanks to the Bloodhound active probe it

    ries, this gives the Hound the ability to locate hidden Purifier suits and

    er well-camouflaged units.

    The firepower of prior Hiryosoriginally deemed suitable becaus e

    vehicles prime mission is to deliver battle armor squads and leave as

    as possibleis further reduced in the Hound to a single medium

    ulse laser, providing the accuracy and damage of a pulse laser with the

    ge of a standard laser. This reduction in firepower allows the Hound

    carry a C3 remote sensor launcher. Deployed properly, this system

    bles a friendly C3-equipped force to better target the hidden enemiesHound detects without endangering a dedicated C 3-equipped unit in

    process. But while supporting fire from friendly units will be beneficial,

    not yet certain if it justifies neutering the Hounds weaponry.

    In exchange for these changes, the Hounds cargo capacity is half

    t of the standard Hiryo, allowing only one armored squad to be carried

    o combat. Environmental sealing, however, affords these troops even

    ter protection against hostile atmospheres and chemical weapons, a

    dent modification given the events of the current conflict.

    Type: Hiryo Hound

    Technology Base: Inner Sphere (Experimental)

    Movement Type: WiGE

    Tonnage: 40

    Battle Value: 628

    Equipment Mass

    Internal Structure: 4

    Engine: 205 XL 7

    Type: Fusion

    Cruising MP: 8

    Flank MP: 12

    Heat Sinks: 10 0

    Control Equipment: 2

    Lift Equipment: 4

    Power Amplifier: 0

    Turret: 0

    Equipment Mass

    Armor Factor (Heavy Ferro): 119 6

    Armor

    Value

    Front 34 R/L Side 30/30

    Rear 25

    Weapons and Ammo Location Tonnage

    Bloodhound Active Probe Front 2

    Medium X-Pulse Laser Front 2

    C3Remote Sensor Launcher Front 4

    Ammo (C3Sensors) 4 Body 1

    Battle Armor Compartment Body 4

    Environmental Sealing 4

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    TOKUGAWA YUMI

    0

    ld Testing Summation: Custom Tokugawa Hybrid Refit

    ducer/Site:Buda Imperial Vehicles, Luthien

    pervising Technician:Roald Vu (deceased)

    ject Start Date:3067

    n-Production Equipment Analysis:

    Clan Ferro-Fibrous Armor

    XXL Engine

    Extended LRM 15

    Hyper-Velocity AC/10

    verview

    When Luthien was attacked, the damage to the various manufacturing

    lities there was extensive. Some may never be repaired. One that wasred the worst in the attacks was Tokugawa production line of Buda

    perial Vehicles. Repairs continue apace, but the most important find

    dst the rubble was the specs and partially-built prototype Tokugawa

    mi. The Yumi variant was not intended for production. Rather, it was a

    tom modification conceived as a means to test several new weapon

    tems. As the DCMS directly provided the specifications for the Yumi to

    Buda engineering staff, it would have been a critical loss should the

    a or prototype have been captured or destroyed.

    Many in the DCMS considered extended LRM technology dead, but

    porters prevailed in using the Yumi as a final ELRM test bed. Though it

    asts an effective range of over a k ilometer, inaccuracy issues still plague

    ELRM system. Using a C3 system as part of the targeting package

    ms to have improved the reliability enough to warrant inclusion in

    me specialized combat deployments, perhaps as an intermediary of

    g-range missile fire and artillery bombardment. Without a C 3 system,

    thing short of infantry spotting or a long clear field of fire makes the

    tem problematic at best.

    Similarly, the hyper-velocity autocannon is a new technology. As the

    t Combine unit to install or test the weapon, its accuracy is all one could

    pe for. However, the resulting smoke cloud that is generated from firing

    HV AC/10 is a guarantee that the firing unit will become an obviousget. This precludes the weapon from deployment with any covert

    ces. Though the weapon ranges one-third farth er than standard ACs of

    class and the weapon cost is only slightly more expensive, this is offset

    tripled ammo costs. Over the long-term, a Gauss rifle refit may prove

    re efficient.

    As noted, the Yumi is only a unique prototype at this time. As

    h, accommodating the heavy weapons, Clan-made armor, XXL-class

    gine, and the hard-to-find ammunition is difficult and expensive. Buda

    gineers have suggested using an XL engine and standard ferro fibrous

    mor to reduce weight and produce a more combat-worthy tank, but at

    sent there is little interest, due to the superior performance and easier

    ntenance of extant Tokugawa variants.

    Type: Tokugawa Yumi

    Technology Base: Mixed (Experimental)

    Movement Type: Wheeled

    Tonnage: 60

    Battle Value: 1,116

    Equipment Mass

    Internal Structure: 6Engine: 280 XXL 8.5

    Type: Fusion

    Cruising MP: 5

    Flank MP: 8

    Heat Sinks: 10 0

    Control Equipment: 3

    Turret Equipment: 3

    Lift Equipment: 0

    Power Amplifier: 0

    Armor Factor (Clan Ferro): 163 8.5

    Armor

    Value

    Front 36

    R/L Side 33/33

    Rear 30

    Turret 31

    Weapons and Ammo Location Tonnage

    Extended LRM 15 Turret 12

    Ammo (ELRM) 12 Body 2

    HVAC/10 Turret 14

    Ammo (HVAC) 16 Body 2

    C3Slave Body 1

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    ON-2X ONI

    1

    ld Testing Summation: Prototype ON Chassis Refit

    ducer/Site:Wakizashi Enterprises, Chatham

    pervising Technician:Russell Honda

    ject Start Date:3077

    n-Production Equipment Analysis:

    Vehicular Stealth Armor

    Angel ECM

    Binary Laser (Blazer) Cannon

    Laser Anti-Missile System

    verview

    After several lackluster attempts to adapt Capellan BattleMech

    alth armor to vehicle use, our unsuccessful efforts became moot afterCapellans completed the development for themselves. Since past

    tions wereat bestan alliance of convenience, it was certain that

    h the privations of the Jihad would leave House Liao unwilling to

    re this new military secret with the Combine. Fortunately, the Blakists

    mpromised the Confederations military secrets first, and through them,

    technology leaked to other states as the Words defeats mounted.

    Realizing the severe impact this new armor will have in future

    flicts, testing the vehicular stealth systemboth for our own use

    d to devise countermeasureswas deemed a top priority. It was for

    reason that the pre-existing upgrade program for the Oniaerospace

    hter was re-tasked to apply the new armor.

    Employing an Angel ECM instead of the stan dard Guardian improves

    disruptive reach of the fighters electronic warfare capabilities.

    ile the Angels effect is negated when the stealth armor is active, the

    vivability of the new Oniis greatly enhanced, with enemies forced into

    rt range for accurate targeting. At such distances, any enemy craft

    uld then be within reach of the Onis rear-firing medium pulse laser. For

    ra protection, a laser anti-missile system helps protect against missile

    , freeing the Oni from ammunition dependence, though at a high cost

    waste heat.

    An oldbut effectivebinary laser cannon is mounted in the nose,ch delivers solid damage, especially when backed up by an MRM

    ncher that is enhanced by the new Apollo fire control system. The wings

    d a single ER medium laser each for additional strafing power. Heat is

    nerally not a problem when strafing, but the sinks can be overtaxed

    uld the Oniattempt to strafe while its stealth armor is active, or should

    ke missile fire and its laser AMS engages at an inopportune moment.

    Combined with an XL engine installed for weight savings, it is clear

    t Wakizashis Russell Honda spared no expense in upgrading the

    , producing a very costly fighter overall. Furthermore, it should be

    ed that as of yet, no vehicular stealth armor is being manufactured

    mestically. The first production batchto be produced by Chatham

    morersis not expected for at least two years.

    Type: ON-2X Oni

    Technology Base: Inner Sphere (Experimental)

    Tonnage: 55

    Battle Value: 1,733

    Equipment Mass

    Engine: 275 XL 8

    Safe Thrust: 7

    Maximum Thrust: 11

    Structural Integrity: 7 0

    Heat Sinks: 15 [30] 5

    Fuel: 160 2

    Cockpit: 3Armor Factor (Veh. Stealth)*: 136 8.5

    Armor

    Value

    Nose 45

    Wings 34 / 34

    Aft 23

    Weapons and Ammo Location Mas s Heat SRV MRV LRV ERV

    Binary Laser Cannon Nose 9 16 12 12

    MRM-30 w/ Apollo FCS Nose 11 10 18 18

    Ammo (MRM) 8 1

    Laser AMS Nose 1.5 7

    ER Medium Laser RW 1 5 5 5

    ER Medium Laser LW 1 5 5 5

    Medium Pulse Laser Aft 2 4 6

    Angel ECM Aft 2

    *Vehicular Stealth Armor occupies 1 slot on each wing, requires functioning

    ECM to operate, and generates 10 heat per turn while in operation.

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    SL-17X SHILONE

    2

    ld Testing Summation: Custom SL-17 Chassis Refit

    ducer/Site:Wakizashi Enterprises, Chatham

    pervising Technician:Senior Engineer Pablito Reynolds

    ject Start Date:3075

    n-Production Equipment Analysis:

    Chaff Pods

    Improved Heavy Gauss Rifle

    Clan Medium Pulse Lasers

    verview

    Near the end of their civil war, our agents learned that the Lyrans

    d refined the technology of their already-impressive heavy Gauss rifle.

    parently, through use of heavier and bulk ier components, the projectileed is able to remain constant throughout its flight. Through no small

    ount of effort, plans were obtained and efforts begun to construct

    e of these fearsome weapons for testing. Though slowed greatly by

    Jihad, a single prototype was finally produced. To maintain secrecy,

    research effort was performed at Wakizashi Enterprises on Chatham

    ead of at a combat vehicle or BattleMech manufacturing facility.

    Stripping down an SL-17R Shilone, Pablito Reynolds, the engineer

    gned the project, was able to reconfigure the nose assembly to mount

    massive cannon. More massive than even the standard heavy Gauss

    e, both of the Shilones forward-facing LRMs and its rear-facing SRMs

    d to be removed; three tons of ammo allow the cannon to destroy

    merous enemy targets. Reynolds was able to squeeze the nose-

    unted large laser back in beneath the cannon, and also upgraded the

    g-mounted lasers to Clan versions. The weight of these new systems

    uired removing one ton of fuel capacity from the Shilone.

    Since the armor had to be removed for the refit, Reynolds took

    initiative to replace it with ferro-aluminum. This provides the same

    tection for less weight. Also, with the aft SRM protection gone, he

    alled two test-quality chaff pods to aid pilots who acquire a tail. With

    re time, he reported, the engine might be upgraded to an XL class of

    same rating to reduce the weight further, possibly allowing some ofmissiles to remain or to improve armor.

    The first flight test showed that the trim of the fighter was off, with

    pilot nearly crashing soon after takeoff. The chassis was re-examined

    d, after Reynolds made some minor adjustments, the second flight

    ceeded much more smoothly. The devastating long-range power

    the improved Gauss rifle impressed the DCMS representatives who

    nessed the test. However, as no facility yet exists to mass-produce the

    apon, it is doubtful this new variant or any other combat unit based on

    ill soon be produced in any quantities worth mentioning.

    Type: SL-17X Shilone

    Technology Base: Mixed (Experimental)

    Tonnage: 65

    Battle Value: 1,917

    Equipment MassEngine: 260 13.5

    Safe Thrust: 6

    Maximum Thrust: 9

    Structural Integrity: 6 0

    Heat Sinks: 10 [20] 0

    Fuel: 320 4

    Cockpit: 3

    Armor Factor (Ferro-Aluminum): 188 10.5

    Armor

    Value

    Nose 60

    Wings 45 / 45

    Aft 38

    Weapons and Ammo Location Mass Heat SRV MRV LR

    Improved Heavy Gauss Rifle Nose 20 2 22 22 2

    Ammo (Heavy Gauss) 12 3

    Large Laser Nose 5 8 8 8

    Med Pulse Laser (C) RW 2 4 7 7

    Med Pulse Laser (C) LW 2 4 7 7 2 Chaff Pods Aft 2 0

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    NEKOHONO'O HQ

    3

    ld Testing Summation: Prototype NekohonooHull Refit

    ducer/Site:BBP Industries, New Samarkand

    pervising Technician:Charles Mitchell Lamb III

    ject Start Date:3077

    n-Production Equipment Analysis:

    Cruise Missile/70s

    Cruise Missile/120s

    Naval C3System

    verview

    Scarcely a decade out of its initial production run, the Nekohonoo

    mains a top-of-the-line assault DropShip. Built to transport troops in

    ge numbers and still put a tremendous amount of firepower into themy, one might wonder why it should be included in a document

    cerning upgrades. While tampering with success might be anathema

    those of other manufacturers, the staff at BBP Industries constantly

    ves for improvement, and their crowning achievement in military

    pShips is no exception. Despite losing their primary facilities on

    hien, BBP managed to start this prototype refit at their R&D site on New

    markand in 3077.

    With a greater focus on ground support and combat command,

    first change made was to replace the original small craft bays with

    ough BattleMech cubicles to carry a command company into the

    ater, while retaining the battle armor and aerospace fighter bays per

    standard design.

    Swapping out the MRMs and a good deal of cargo space for newly

    veloped cruise missile artillery essentially provides the grounded

    kohonoo HQ with an artillery capability comparable to orbital

    mbardment as far as potential targets are concerned. This change also

    essitated the removal of most of the ships Kraken-T launchers and

    addition of more double-strength heat sinks. Shorter-range artillery

    portaided by friendly units with TAGis provided by several Arrow

    ystems to supplement the cruise missiles. The ER PPCs were upgraded

    eavy PPCs and Apollo fire control systems were added to the remainingM launchers. An LB 10-X autocannon battery was added to the nose for

    i-aerospace firepower.

    The HQ variant sports a much larger communications suite that

    ws it to tie into any allied satellite imaging systems that might be

    ilable. By sharing this information with friendly units, the Nekohonoo

    enables remarkable unit coordination. Further complementing

    rdination of theater forces, the HQ variant mounts both a Large Naval

    mm Scanner Suite and a new Naval C3 system. While of little benefit

    the ground, these systems go far toward ensuring the HQ can make

    netfall safely.

    NekohonooHQ-Class DropShip

    Type:Military Spheroid

    Use:Assault Ship

    Tech:Inner Sphere (Experimental)

    Introduced:3077

    Mass:16,000

    Battle Value:40,137

    Fuel:400 tons (12,000)

    Tons/Burn Day:1.84

    Safe Thrust: 5

    Maximum Thrust:8

    Heat Sinks: 550 (1100)Structural Integrity:16

    Armor

    Nose: 310

    Sides: 236

    Aft: 175

    Cargo

    Bay 1: Fighters (6) 2 Doors

    Bay 2: BattleMechs (12) 2 Doors

    Bay 3: Battle Armor (27 squads) 2 Doors

    Bay 4: Cargo (1,642.5 tons) 2 Doors

    Escape Pods:6

    Life Boats:0

    Crew: 18 officers, 11 enlisted/non-rated, 13 gunners, 24 Second Class

    passengers

    Note:Mounts 57 tons of Ferro-Aluminum armor, Large NCSS, Naval C 3, and

    Communications Equipment (12 tons)

    Ammunition: 10 Kraken-T missiles (1,000 tons), 40 rounds Screen

    Launchers (400 tons), 36 rounds MRM 40 ammunition (6 tons), 60 rounds

    Streak SRM 6 ammunition (4 tons), 60 Cruise Missile/70 (2100 tons), 20

    Cruise Missile/120 (1200 tons), 64 rounds Gauss Rifle ammunition (16

    tons), 60 Arrow IV Missiles (12 tons), 560 rounds of LB 10-X AC ammunition

    (56 tons), 150 rounds of Streak SRM 4 ammunition (6 tons).

    Weapons: Capital Attack Values (Standard)

    Arc Heat SRV MRV LRV ERV Bay Ty

    Nose (104 heat)

    1 Kraken-T (10 Missiles) 50 10 (100) 10 (100) 10 (100) 10 (100) Capital M

    2 MRM-40 + Apollo FCS (36 Rounds) 24 5 (48) 5 (48) MRM

    4 LB 10-X AC (360 Rounds) 8 2 (24) 2 (24) LB-X A

    5 Streak SRM6 (60 Rounds) 20 6 (60) SRM

    FL/FR (414 heat)

    3 Cruise Missile/70 (30 Missiles) 210 21 (210) 21 (210) 21 (210) 21 (210) Artiller

    1 Cruise Missile/120 (10 Missiles) 120 12 (120) 12 (120) 12 (120) 12 (120) Artiller

    2 Arrow IV (30 Missiles) 20 4 (40) 4 (40) 4 (40) 4 (40) Artiller 4 Gauss Rifles (64 Rounds) 4 6 (60) 6 (60) 6 (60) Autocan

    4 Heavy PPCs 60 6 (60) 6 (60) PPC

    AL/AR (43 heat)

    Screen Launcher (20 Rounds) 10 Scree

    5 LB 10-X AC (200 Rounds) 10 3 (30) 3 (30) LB-X A

    3 Streak SRM 4 (75 Rounds) 9 2 (24) SRM

    3 ER Medium Lasers 15 2 (15) 2 (15) Lase

    Aft (70 heat)

    7 Large Pulse Lasers 70 6 (63) 6 (63) Pulse La

    *Artillery weapons may only be fired when the DropShip is landed

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    KAGE C

    4

    ld Testing Summation: Prototype Kage Chassis Refit

    ducer/Site:New Samarkand Metals, New Samarkand

    pervising Technician:Benjiro Klinefelter

    ject Start Date:3077

    n-Production Equipment Analysis:

    Battle Armor C3System

    verview

    The primary battle suit for DEST infiltration units, the Kage

    proven time and again to be a valuable part of the Combines

    enal. With few complaints from those who wear the Kage for

    mbat and irregular operations, little change was attempted for

    upgrade. However, Kage squads often operate on their own,ependent of any other combat formation. Given the Kage

    s renowned stealth abilities, various unit commanders have

    gested a suit variant to serve as part of a larger force. Engineer

    njiro Klinefelter of New Samarkand Metals has attempted to

    dress this request.

    First, the Kages armor has not been updated since the suits

    eption. While the basic stealth armor is reliable and well known,

    re are superior options. Though Klinefelter felt standard stealth

    mor would be an adequate upgrade, he was swayed to use

    metic armor salvaged from Blakist Purifier suits found in the

    ns on Pesht. The lighter weight of the mimetic armor allowed

    gineers to install an additional 20 percent protection compared

    tandard Kages. With its superior camouflage ability, especially

    a stationary suit, this mimetic Kage can find an observation

    ition and guide friendly fire onto our enemies with less fear

    detection.

    To provide the targeting assistance, Klinefelter installed an

    erimental battle armor C3 system, also salvaged from Blakist

    s on Pesht. While allowing a Kage squad to link into a friendly

    network, the system occupies one-third of th e Kages entire suit

    ght. Combined with the bulk of the mimetic armor, this left options for additional armament. Furthermore, the partial

    g assembly was too heavy for the suits new design and had

    be removed.

    For field trials, the first squad of Kage Cs was delivered

    o the hands of Tai-saRichard Cenkars Yoninisuu. With their

    ent activities on Vega recently concluded, the Yoninisuuwere

    en a brief retraining period on New Samarkand to evaluate

    Kage C. Although the team was vocal in its displeasure at

    lack of offensive weaponry, and stated that they were ill

    ted to actual battle, New Samarkand Metals claims the trials

    re successful. Plans for a limited production run of Kage Cs

    already in the works.

    Type: Kage C

    Technology Base:Inner Sphere (Experimental)

    Chassis Type:Humanoid

    Weight Class:Light

    Maximum Weight:750 kg

    Battle Value:26

    Swarm/Leg Attack/Mechanized/AP:Yes/Yes/Yes/Yes

    Notes:None.

    Equipment Slots Mass

    Chassis: Humanoid 100 kg

    Motive System:

    Ground MP: 1 0 kg Jump MP: 3 75 kg

    Manipulators:

    Left Arm: Armored Glove 0 kg

    Right Arm: Armored Glove 0 kg

    Armor: Mimetic 7 300 kg

    Armor Value: 6 + 1 (Trooper)

    Slots

    Weapons and Equipment Location (Capacity) Mass

    Battle Armor C3System Body 1 250 kg

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    VOID CALTROP

    5

    ld Testing Summation: Prototype Void Hybrid Refit

    ducer/Site:Ishikawajima-Harima BAI, Luthien

    pervising Technician:Dante Harima

    ject Start Date:3078

    n-Production Equipment Analysis:

    Mechanical Jump Booster

    Clan Improved Stealth Armor

    Clan ER Small Laser

    verview

    As one of the newest DCMS battle suits, no official program

    s commissioned to investigate potential upgrades for the Void.

    wever, the development team at Ishikawajima-Harima BAI, ledDante Harima, chose to pursue a path to a new variant without

    ting for a request. Hoping to garner an early foothold on future

    tracts by presenting a completely upgraded suit developed in

    recy, our investigations learned of these design and testing

    orts without alerting the technical staff at Ishikawajima-Harima.

    Seeking to master the new battle armor mechanical jump

    oster systems we first learned of via intelligence gathering

    m captured Blakist documents, the Voids jump jets have been

    moved. While trading the jets for the boosters drastically reduces

    suits jump range, the new Void variant gains additional

    ning speed that alleviates any mobility concerns.

    Replacing the Voids stealth armor with a lighter Clan

    uivalent, Harima succeeded in increasing the protection by 40

    cent and even saved weight in the process. To aid in swarming

    acks (which the heavy battle claws now facilitate), the body-

    unted support PPC was replaced with a right arm-mounted

    n-spec ER small laser that easily doubles the suits damage

    ential for a small sacrifice in range. The torso then adds a mine

    penser. It is this minelayer capability that gives this Void variant

    nickname, the Caltrop.

    ISF operatives report that field tests have yet to be performed,ugh a brief functionality test performed by one of Harimas

    m verified the mobility and targeting systems. It is expected

    t Ishikawajima-Harima will soon announce their redesign

    ject if it meets with further success. From the design specs,

    ima clearly seeks to provide a remarkably enhan ced battle suit

    the DCMS, which should be lauded. One should n ote, however,

    potential implications of this secret development effort. While

    intent of their directors may be to improve their products for

    Dragon, the possibility remains that Ishikawajima-Harima

    y have sought to sell this new design to hostile forces or

    haps to create a unauthorized covert corporate security force.

    ensure against this eventuality, increased surveillance has

    en implemented of both the board of directors and the top

    gineering staff.

    Type: Void Caltrop

    Technology Base:Mixed (Experimental)

    Chassis Type:Humanoid

    Weight Class:Medium

    Maximum Weight:1,000 kg

    Battle Value:58

    Swarm/Leg Attack/Mechanized/AP:Yes/Yes/Yes/No

    Notes: May not attempt Anti-Mech Swarm and Leg Attacks in the

    same turn as it uses Jump MP.

    Equipment Slots Mass

    Chassis: Humanoid 175 kg

    Motive System:Ground MP: 3 40 kg

    Jump MP: 1 0 kg

    Manipulators:

    Left Arm: Heavy Battle Claw 20 kg

    Right Arm: Heavy Battle Claw 20 kg

    Armor: Improved Stealth (C) 5 245 kg

    Armor Value: 7 + 1 (Trooper)

    SlotsWeapons and Equipment Location (Capacity) MassER Small Laser (C) RA 2 350 kgMine Dispenser Body 2 50 kgMechanical Jump Booster 100 kg

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    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    Hea

    Sca

    Overfl

    0

    1

    2

    3

    4

    5

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects

    28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    2

    5

    3

    7

    4

    10

    5

    11

    6DeadConsciousness#

    Hits Taken

    Type:

    Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage:

    Walking:

    Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    Center

    Torso

    (11)

    Right

    Leg

    (8)

    Left

    Arm

    (6)

    Right

    Arm

    (6)

    Left Torso (8) Right Torso (8)

    Left

    Leg

    (8)

    RigLe(16

    LeftLeg(16)

    Left Arm

    (12)

    Right Ar

    (12)

    Torso Rea

    (4)

    RightLeft

    Torso Rear

    (4)

    Right Torso

    (12)

    Left Torso

    (12)

    Center

    Torso

    Rear (5)

    Center

    Torso

    (16)

    Head (9)

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineCockpitSensors

    Life Support Life SupportXL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    SensorsSensors

    XL Fusion Engine

    XL Fusion Engine

    Compact GyroCompact Gyro

    Heat Sinks:

    10 (20)

    Double

    Medium Laser

    Medium Laser

    Null-Signature System

    Light Ferro-Fibrous

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll AgainRoll Again

    Jump JetNull-Signature System

    Double Heat SinkDouble Heat Sink

    Double Heat SinkJump JetJump JetJump Jet

    Light Ferro-Fibrous

    Light Ferro-FibrousNull-Signature System

    Null-Signature System

    Null-Signature System

    Light Ferro-Fibrous

    Roll AgainRoll AgainRoll AgainRoll Again

    Roll Again

    BV:1,452

    7

    117

    JR10-X JENNER

    Inner Sphere

    (Experimental)Jihad

    35

    Roll Again

    Jump JetJump Jet

    Jump JetAngel ECMAngel ECMNull-Signature System

    Roll Again

    Light Ferro-FibrousNull-Signature System

    Light Ferro-Fibrous

    Medium Laser

    Medium Laser

    2 Medium Laser RA 3 5 [DE] 3 6 9

    2 Medium Laser LA 3 5 [DE] 3 6 9

    2 Medium Laser H 3 5 [DE] 3 6 9

    1 Angel ECM RT [E] 6

    1 Null-Signature 10 [E]

    System

    Notes: Composite Internal Structure

    Medium Laser

    Light Ferro-Fibrous

    Roll Again

    Medium Laser

  • 8/14/2019 XTRO Kurita

    18/28

    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    Hea

    Sca

    Overfl

    0

    1

    2

    3

    4

    5

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects

    28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    2

    5

    3

    7

    4

    10

    5

    11

    6DeadConsciousness#

    Hits Taken

    Type:

    Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage:

    Walking:

    Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    Center

    Torso

    (14)

    Right

    Leg

    (11)

    Left

    Arm

    (7)

    Right

    Arm

    (7)

    Left Torso (11) Right Torso (11)

    Left

    Leg

    (11)

    RigLe(20

    LeftLeg(20)

    Left Arm

    (14)

    Right Ar

    (14)

    Torso Rea

    (5)

    RightLeft

    Torso Rear

    (5)

    Right Torso

    (17)

    Left Torso

    (17)

    Center

    Torso

    Rear (5)

    Center

    Torso

    (17)

    Head (9)

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Sensors

    Cockpit

    Life Support

    Sensors

    Heat Sinks:

    10 (20)

    Double

    Lower Arm Actuator

    Hand Actuator

    Endo Steel

    Ferro-Fibrous

    Ferro-FibrousFerro-FibrousFerro-FibrousFerro-Fibrous

    Roll AgainRoll Again

    Endo SteelFerro-Fibrous

    Medium X-Pulse Laser

    Endo SteelMedium X-Pulse Laser

    Endo SteelEndo SteelFerro-FibrousFerro-Fibrous

    Roll Again

    Ferro-FibrousEndo Steel

    Ferro-Fibrous

    Silver Bullet Gauss Rifle

    Silver Bullet Gauss Rifle

    Silver Bullet Gauss Rifle

    Silver Bullet Gauss Rifle

    Silver Bullet Gauss Rifle

    Ammo (Silver Bullet) 8

    Endo Steel

    BV:1,211

    6

    90

    WFT-2X WOLF TRAP BEAR TRAP

    Inner Sphere

    (Experimental)Jihad

    45

    Ammo (Silver Bullet) 8

    Endo Steel

    Endo SteelEndo Steel

    Endo SteelEndo SteelFerro-FibrousFerro-Fibrous

    Roll Again

    Ferro-FibrousEndo Steel

    Ferro-Fibrous

    Silver Bullet Gauss Rifle

    Silver Bullet Gauss Rifle

    Endo Steel

    1 Silver Bullet RA 1 15 2 7 15 22

    Gauss Rifle [DB,XC,F,X]

    2 Medium X-Pulse LT 6 6 [P] 3 6 9

    Laser

  • 8/14/2019 XTRO Kurita

    19/28

    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    Hea

    Sca

    Overfl

    0

    1

    2

    3

    4

    5

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects

    28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    2

    5

    3

    7

    4

    10

    5

    11

    6DeadConsciousness#

    Hits Taken

    Type:

    Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage:

    Walking:

    Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    Center

    Torso

    (22)

    Right

    Leg

    (15)

    Left

    Arm

    (11)

    Right

    Arm

    (11)

    Left Torso (15) Right Torso (15)

    Left

    Leg

    (15)

    RigLe(30

    LeftLeg(30)

    Left Arm

    (22)

    Right Ar

    (22)

    Torso Rea

    (8)

    RightLeft

    Torso Rear

    (8)

    Right Torso

    (22)

    Left Torso

    (22)

    Center

    Torso

    Rear (12)

    Center

    Torso

    (32)

    Head (9)

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Sensors

    Cockpit

    Life Support

    Sensors

    Heat Sinks:

    15 (30)

    Double

    Lower Arm Actuator

    Hand Actuator

    Large Vibroblade

    Large Vibroblade

    Large VibrobladeLarge VibrobladeFerro-Fibrous (C)Endo Steel

    Roll AgainRoll Again

    Double Heat Sink (C)Double Heat Sink (C)

    LRM 15 (C)

    Artemis IV FCS (C)LRM 15 (C)

    Ammo (LRM 15) 8SuperchargerER Small Laser (R) (C)Ferro-Fibrous (C)

    Endo Steel

    Endo SteelFerro-Fibrous (C)

    Endo Steel

    ER PPC (C)

    Ferro-Fibrous (C)

    Endo SteelEndo SteelEndo SteelEndo Steel

    Endo Steel

    BV:2,609

    5

    8 [10]0

    NDA-3X NO-DACHI

    Mixed (IS)

    (Experimental)Jihad

    70

    Endo Steel

    LRM 15 (C)

    Artemis IV FCS (C)LRM 15 (C)

    Ammo (LRM 15) 8Ferro-Fibrous (C)Ferro-Fibrous (C)Endo Steel

    Endo Steel

    Endo SteelFerro-Fibrous (C)

    Endo Steel

    Lower Arm Actuator

    ER PPC (C)

    ER Medium Laser (C)

    1 Large Vibroblade RA 7 14* [ME,V] PHYS

    1 ER PPC (C) LA 15 15 [DE] 7 14 23

    1 LRM 15 (C) RT 5 1/Msl 7 14 21

    w/Artemis IV FCS [M,C,S]

    1 LRM 15 (C) LT 5 1/Msl 7 14 21

    w/Artemis IV FCS [M,C,S]

    1 Supercharger LT [PE]

    1 ER Sml. Laser (C) LT(R) 2 5 [DE] 2 4 6

    1 ER Med. Laser (C) H 5 7 [DE] 5 10 15

    *8 when deactivated

    (CASE)(CASE)

  • 8/14/2019 XTRO Kurita

    20/28

    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    Hea

    Sca

    Overfl

    0

    1

    2

    3

    4

    5

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects

    28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    2

    5

    3

    7

    4

    10

    5

    11

    6DeadConsciousness#

    Hits Taken

    Type:

    Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage:

    Walking:

    Running:UMU:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    Center

    Torso

    (25)

    Right

    Leg

    (17)

    Left

    Arm

    (13)

    Right

    Arm

    (13)

    Left Torso (17) Right Torso (17)

    Left

    Leg

    (17)

    RigLe(34

    LeftLeg(34)

    Left Arm

    (26)

    Right Ar

    (26)

    Torso Rea

    (9)

    RightLeft

    Torso Rear

    (9)

    Right Torso

    (25)

    Left Torso

    (25)

    Center

    Torso

    Rear (15)

    Center

    Torso

    (35)

    Head (9)

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Sensors

    Cockpit

    Life Support

    Sensors

    Heat Sinks:

    10 (20)

    Double

    Lower Arm Actuator

    Hand Actuator

    Snub-Nose PPC

    Snub-Nose PPC

    Ferro-FibrousFerro-FibrousFerro-FibrousFerro-Fibrous

    Ferro-FibrousFerro-Fibrous

    Medium Laser

    Ferro-FibrousUMU

    LRT 15

    UMU

    LRT 15LRT 15

    Ammo (LRT 15) 8

    Medium Laser

    Roll Again

    Ferro-FibrousSRT 4

    Medium Laser

    Snub-Nose PPC

    Snub-Nose PPC

    Ferro-FibrousFerro-FibrousFerro-FibrousFerro-Fibrous

    Roll Again

    BV:1,961

    4

    64

    HTM-35X HATAMOTO-KAERU

    Inner Sphere

    (Experimental)Jihad

    80

    Ferro-Fibrous

    Ferro-FibrousSRT 4

    LRT 15

    LRT 15

    LRT 15

    Ammo (LRT 15) 8

    Ammo (SRM 4) 25

    Medium Laser

    Medium Laser

    UMU

    UMU

    Lower Arm Actuator

    Hand Actuator

    MASS

    1 Snub-Nose PPC RA 10 10/8/5 9 13 15

    [DE,V]

    1 Snub-Nose PPC RA 10 10/8/5 9 13 15

    [DE,V]

    1 LRT 15 RT 5 1/Trp 6 7 14 21

    [M,C,S]

    1 LRT 15 LT 5 1/Trp 6 7 14 21

    [M,C,S]

    1 SRT 4 RL 3 2/Trp 3 6 9

    [M,C,S]

    1 SRT 4 RL 3 2/Trp 3 6 9

    [M,C,S]2 Medium Laser RT 3 5 [DE] 3 6 9

    2 Medium Laser LT 3 5 [DE] 3 6 9

    1 Medium Laser CT 3 5 [DE] 3 6 9

    Note: Composite Internal Structure. Full-Head Ejection System.

  • 8/14/2019 XTRO Kurita

    21/28

    MECH RECORD SHEET

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    TM

    'MECH DATA WARRIOR DATA

    CRITICAL HIT TABLE

    HEAT DATA

    Hea

    Sca

    Overfl

    0

    1

    2

    3

    4

    5

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    INTERNAL STRUCTURE DIAGRAM

    ARMOR DIAGRAM

    30 Shutdown

    Heat

    Level* Effects

    28 Ammo Exp. avoid on 8+26 Shutdown, avoid on 10+25 5 Movement Points24 +4 Modifier to Fire23 Ammo Exp. avoid on 6+22 Shutdown, avoid on 8+20 4 Movement Points19 Ammo Exp. avoid on 4+18 Shutdown, avoid on 6+17 +3 Modifier to Fire15 3 Movement Points14 Shutdown, avoid on 4+13 +2 Modifier to Fire10 2 Movement Points8 +1 Modifier to Fire5 1 Movement Points

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    2

    5

    3

    7

    4

    10

    5

    11

    6DeadConsciousness#

    Hits Taken

    Type:

    Movement Points:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Ht Dmg Min Sht Med Lng

    Tonnage:

    Walking:

    Running:Jumping:

    Damage TransferDiagram

    Left Arm

    1-3

    1. Shoulder2. Upper Arm Actuator3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    Left Torso

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Left Leg1. Hip2. Upper Leg Actuator3. Lower Leg Actuator4. Foot Actuator5.6.

    1-3

    1.2.3.4.5.

    6.

    4-6

    1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    1.2.3.4.5.6.

    Head1.2.3.4.5.6.

    1-3

    1.2.3.4.5.6.

    4-6

    1.2.3.4.5.6.

    Center Torso

    Right ArmShoulderUpper Arm Actuator

    Right Torso

    Right LegHipUpper Leg ActuatorLower Leg ActuatorFoot Actuator

    Life SupportSensor HitsGyro Hits

    Engine Hits

    Head

    Center

    Torso

    (29)

    Right

    Leg

    (19)

    Left

    Arm

    (15)

    Right

    Arm

    (15)

    Left Torso (19) Right Torso (19)

    Left

    Leg

    (19)

    RigLe(38

    LeftLeg(38)

    Left Arm

    (30)

    Right Ar

    (30)

    Torso Rea

    (10)

    RightLeft

    Torso Rear

    (10)

    Right Torso

    (28)

    Left Torso

    (28)

    Center

    Torso

    Rear (14)

    Center

    Torso

    (44)

    Head (9)

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion EngineXL Fusion Engine

    XL Fusion EngineXL Fusion EngineXL Fusion Engine

    Gyro

    Gyro

    GyroGyro

    Life Support

    Sensors

    Cockpit

    Life Support

    Sensors

    Heat Sinks:

    15 (30)

    Double

    Lower Arm ActuatorHand ActuatorLarge Vibroblade

    Large Vibroblade

    Large VibrobladeLarge VibrobladeEndo SteelEndo Steel

    Roll AgainRoll Again

    Booby TrapSupercharger

    MASC

    MASCMASC

    MASCMASCEndo SteelEndo Steel

    Roll Again

    Endo SteelEndo Steel

    Roll Again

    Large Pulse Laser (C)

    Large Pulse Laser (C)

    Large Pulse Laser (C)Endo Steel

    Endo Steel

    Endo Steel

    Roll Again

    BV:2,647

    4

    6 [10]0

    BNZ-X BANZAI

    Mixed

    (Experimental)Jihad

    90

    Roll Again

    Medium Pulse Laser (C)

    Endo SteelMedium Pulse Laser (C)

    Endo SteelEndo SteelRoll AgainRoll Again

    Roll Again

    Endo SteelEndo Steel

    Roll Again

    Lower Arm ActuatorLarge Pulse Laser (C)

    ER Small Laser (C)

    1 Booby Trap CT [AE,OS]

    1 Supercharger CT [PE]

    2 Large Pulse RA 10 10 [P] 6 14 20

    Laser (C)

    2 Medium Pulse RT 4 7 [P] 4 8 12

    Laser (C)

    1 Large Vibroblade LA 7 14* [ME,V] PHYS

    1 ER Small Laser (C) H 2 5 [DE] 2 4 6

    *9 when deactivated

    Notes: Full head ejection system

  • 8/14/2019 XTRO Kurita

    22/28

    WiGE VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:

    Flank:

    Engine Hit

    Stabilizers

    Front Left Right

    Motive System Hits +1 +2 +3

    Sensor Hits +1 +2 +3 D

    Rear

    Driver HitCommander HitModifier to DrivingSkill rolls

    Modifier to all Skill rolls

    +1 +2

    LeftSideArmor(30)

    Front Armor(34)

    Rear Armor(25)

    Inner Sphere(Experimental)Jihad

    1 Bloodhound Active F [E] 8

    Probe1 Medium X-Pulse Laser F 6 [P] 3 6 9

    1 C Remote Sensor F [M,E] 3 6 9 Launcher

    Notes:Battlearmor Compartment (4 Tons)Environmental Sealing

    Ammo: (C Sensors) 4

    40

    628

    WiGE

    Fusion

    8

    3

    12

    HIRYO HOUND INFANTRY TRANSPORT

    HOVER VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:

    Flank:

    Engine Hit

    Stabilizers

    Front Left Right

    Motive System Hits +1 +2 +3

    Sensor Hits +1 +2 +3 D

    Rear

    Driver HitCommander Hit

    Modifier to DrivingSkill rolls

    Modifier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor

    (18)

    LeftSideArmor(18)

    g

    Rear Armor

    (11)

    Front Armor

    (24)

    Inner Sphere

    (Experimental)Jihad

    2 Medium X-Pulse T 6 [P] 3 6 9 Laser

    1 Streak SRM 6 T 2/Msl 3 6 9 [M,C]

    1 C Slave B [E]

    Ammo: (Streak SRM 6) 15

    35

    1,119

    Hover

    Fusion with Supercharger

    11

    3

    17 [22]

    PEGASUS X

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    GROUND COMBAT VEHICLE HIT LOCATION TABLE

    GROUND COMBAT VEHICLE CRITICAL HITS TABLE

    MOTIVE SYSTEM DAMAGE TABLE ATTACK DIRECTION

    2D6 Roll FRONT REAR SIDE2* Front (critical) Rear (critical) Side (critical)3 Front Rear Side

    4 Front Rear Side5 Right Side Left Side Front6 Front Rear Side7 Front Rear Side8 Front Rear Side (critical)*9 Left Side Right Side Rear

    10 Turret Turret Turret11 Turret Turret Turret12* Turret (critical) Turret (critical) Turret (critical)

    *A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result o f 2 or12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rollsonce on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfarefor more information).A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict critical hit against the turret; if the vehicle hasno turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in

    that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 inTotal Warfarefor more information). Apply damage at the end of the phase in which the damage takes effect.Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side resultsstrike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

    2D6 Roll EFFECT* 25 No effect 67 Minor damage; +1 modifier to all Driving Skill Rolls 89 Moderate damage; 1 Cruising MP, +2 modifier to all

    Driving Skill Rolls 1011 Heavy damage; only half Cruising MP (round fractions up)+3 modifier to all Driving Skill Rolls

    12+ Major damage; no movement for the rest of the game.Vehicle is immobile.

    Attack Direction Modifier: Vehicle Type Modifiers:Hit from rear +1 Tracked, Naval +0Hit from the sides +2 Wheeled +2 Hovercraft, Hydrofoil +3 WiGE +4

    *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Rollmodifier can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inflictinga +1 modifier, that is the only time that particular +1 can be applied; a subsequent roll of 6-7has no additional effect. This means the maximum Driving Skill Roll modifier that can beinflicted from the Motive System Damage Table is +6. If a units Cruising MP is reduced

    to 0, it cannot move for the rest of the game, but is not considered an immobile target. Inaddition, all motive system damage takes effect at the end of the phase in which the damageoccurred. For example, if two units are attacking the same Combat Vehicle during theWeapon Attack Phase and the first unit inflicts motive system damage and rolls a 12, the 4immobile target modifier would not apply for the second unit. However, the 4 modifier would

    take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile whileover a Depth 1 or deeper water hex, it sinks and is destroyed.

    LOCATION HIT 2D6 Roll FRONT SIDE REAR TURRET 25 No Critical Hit No Critical Hit No Critical Hit No Critical Hit 6 Driver Hit Cargo/Infantry Hit Weapon Malfunction Stabilizer 7 Weapon Malfunction Weapon Malfunction Cargo/Infantry Hit Turret Jam 8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction 9 Sensors Stabilizer Weapon Destroyed Turret Locks 10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed 11 Weapon Destroyed Engine Hit Ammunition** Ammunition** 12 Crew Killed Fuel Tank* Fuel Tank* Turret Blown Off

    *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.**If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

    WHEELED VEHICLE RECORD SHEET

    VEHICLE DATA CREW DATA

    CRITICAL DAMAGE

    ARMOR DIAGRAM

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    Crew:

    Gunnery Skill: Driving Skill:

    Type:

    Movement Points:

    BV:

    Tech Base:

    Weapons & Equipment Inventory (hexes)

    Qty Type Loc Dmg Min Sht Med Lng

    Tonnage:

    Movement Type:

    Engine Type:

    Cruising:

    Flank:

    Engine Hit

    Stabilizers

    Front Left Right

    Motive System Hits +1 +2 +3

    Sensor Hits +1 +2 +3 D

    Rear

    Driver HitCommander HitModifier to DrivingSkill rolls

    Modifier to all Skill rolls

    +1 +2

    Turret Locked

    Turret

    Turret Armor

    (31)

    Rear Armor

    (30)

    LeftSideArmor(33)

    Front Armor

    (36)

    Mixed

    (Experimental)Jihad

    1 ELRM 15 T 1/Msl 10 12 22 38 [M,C,S]

    1 HVAC/10 T 10 6 12 20 [DB,S,X]

    1 C3 Slave B [E]

    Ammo (CASE): (ELRM 15) 12, (HVAC 10) 16

    60

    1,116

    Wheeled

    Fusion

    5

    4

    8

    TOKUGAWA YUMI

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    AEROSPACE FIGHTER RECORD SHEET

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    FIGHTER DATA

    CRITICAL DAMAGE

    VELOCITY RECORD

    HEAT DATA

    ARMOR DIAGRAM

    EXTERNAL STORES/BOMBS

    PILOT DATA

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    +1

    2

    5

    +2

    3

    7

    +3

    4

    10

    +4

    5

    11

    +5

    6

    DeadConsciousness #

    Hits Taken

    Modifier

    Type:

    Thrust:

    Tech Base:

    Weapons & Equipment Inventory

    Tonnage:

    Safe Thrust:

    Maximum Thrust:

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    1 2 3 4 5 6 7 8 9 10

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    11 12 13 14 15 16 17 18 19 20

    Key:-

    HE - High ExplosiveLG - Laser GuidedC - ClusterRL - Rocket Launche

    FCS +2 +4 D Gear +5

    Avionics +1 +2 +5 Engine 2 4 D

    LifeSupport

    +2Sensors +1 +2 +5

    HeatLevel* Effects

    HeaScaOverflo

    0

    1

    2

    3

    4

    5*

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    3028

    2625

    24

    23

    21

    27

    22

    20

    19

    18

    1715

    14

    1310

    85

    ShutdownAmmo Exp. avoid on 8+

    Shutdown, avoid on 10+Random Movement,avoid on 10++4 Modifier to Fire

    Ammo Exp. avoid on 6+

    Pilot Damage, avoid on 6+

    Pilot Damage,avoid on 9+

    Shutdown, avoid on 8+

    Random Movement,avoid on 8+Ammo, Exp. avoid on 4+

    Shutdown, avoid on 6+

    +3 Modifier to FireRandom Movement,avoid on 7+Shutdown, avoid on 4+

    +2 Modifier to FireRandom Movement,avoid on 6++1 Modifier to FireRandom Movement,avoid on 5+

    StructuralIntegrity:

    Aft DamageThreshold

    (Total Armor)3(23)

    Right WingDamage Threshold

    (Total Armor)4(34)

    Left WingDamage Threshold

    (Total Armor)4(34)

    Nose DamageThreshold (Total Armor)

    5(45)

    7

    Heat Sinks:

    15 (30)

    Double

    ON-2X ONI

    Inner Sphere

    (Experimental)Jihad

    55

    7

    11

    Fuel:160 Points

    Standard Scale (16) (712) (1320) (2125)Qty Type Loc Ht SRV MRV LRV ERV1 Binary Laser Cannon [DE] N 16 12 12 1 MRM 30 w/Apollo FCS N 10 18 18 [M,C,S] Ammo (MRM) 8 B 1 Laser AMS [PD] N 7 Point Defense1 ER Medium Laser [DE] L/RW 5 5 5 1 Medium Pulse Laser [P] A 4 6 1 Angel ECM Suite [E] A

    Notes: Vehicular Stealth Armor occupies 1 slot on each wing,requires functioning ECM to operate, and generates 10 heatper turn while in operation

    BV: 1,733

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    AEROSPACE FIGHTER RECORD SHEET

    TM

    2010 The Topps Company, Inc. Classic BattleTech, BattleTech, Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. Catalyst Game Labs and theCatalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.

    FIGHTER DATA

    CRITICAL DAMAGE

    VELOCITY RECORD

    HEAT DATA

    ARMOR DIAGRAM

    EXTERNAL STORES/BOMBS

    PILOT DATA

    Name:

    Gunnery Skill: Piloting Skill:

    1

    3

    +1

    2

    5

    +2

    3

    7

    +3

    4

    10

    +4

    5

    11

    +5

    6

    DeadConsciousness #

    Hits Taken

    Modifier

    Type:

    Thrust:

    Tech Base:

    Weapons & Equipment Inventory

    Tonnage:

    Safe Thrust:

    Maximum Thrust:

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    1 2 3 4 5 6 7 8 9 10

    Turn #

    Thrust

    Velocity

    Effective Velocity

    Altitude

    11 12 13 14 15 16 17 18 19 20

    Key:-

    HE - High ExplosiveLG - Laser GuidedC - ClusterRL - Rocket Launche

    FCS +2 +4 D Gear +5

    Avionics +1 +2 +5 Engine 2 4 D

    LifeSupport

    +2Sensors +1 +2 +5

    HeatLevel* Effects

    HeaScaOverflo

    0

    1

    2

    3

    4

    5*

    *

    19

    20

    21

    22

    23

    24

    25

    26

    27

    28

    29

    30

    6

    7

    8

    9

    10

    11

    12

    13

    14

    15

    17

    18

    16

    3028

    2625

    24

    23

    21

    27

    22

    20

    19

    18

    1715

    14

    1310

    85

    ShutdownAmmo Exp. avoid on 8+

    Shutdown, avoid on 10+Random Movement,avoid on 10++4 Modifier to Fire

    Ammo Exp. avoid on 6+

    Pilot Damage, avoid on 6+

    Pilot Damage,avoid on 9+

    Shutdown, avoid on 8+

    Random Movement,avoid on 8+Ammo, Exp. avoid on 4+

    Shutdown, avoid on 6+

    +3 Modifier to F